ORAS OU Salamence Centralized Team! Scarfed Salamence Sweep! Plz Help Improve

This is my very first RMT so...well...yeah... it may suck, but hope you'll like the team. PS: This team is technically a X/Y team but i want some ORAS tips as well. thx
CRITICISM IS APPRECIATED AND TIPS WOULD HELP MY TEAM.


Salamence @ Choice Scarf
Ability: Moxie
EVs: 232 Atk / 24 SpA / 252 Spe
Naughty Nature
- Outrage
- Dragon Claw
- Earthquake
- Fire Blast

This is my favourite pokemon so I have to make a team around it. Putting a choice scarf allows Salamence to become a great revenge killer. Moxie allows Salamence to get an attack boost after a revenge kill and potentially can create a good setup for a sweep. Dragon Claw is the regular STAB move but Outrage is used for a late-game sweep. EQ gives Salamence coverage against rock and steel types, which Salamence would usually have trouble with. Finally, Fire Blast allows to attack physical steel walls like Ferro, Skarm, Forretress, etc. Scarfed naughty Salamence hits about 450 speed (may be wrong) while naive is about 492 speed. Naive allows mence to out speed boosted pokes while naughty adds extra attack power.

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt

Magnezone has great defensive synergy with Salamence. Salamence resists fighting and fire. It is also immune to ground, which Magnezone is 4x weak to. Magnezone resists rock,ice,dragon and fairy which are all of Salamence's weaknesses. Flash Cannon and Thunderbolt (AKA DUNDABOLT by LT Surge) are the 2 main STAB moves and Volt Switch allows you to get momentum. HP Fire is used to attack steel types who are trapped.

Excadrill @Lfe Orb
Ability: Mold Breaker (Sand Rush if used for sandstorm team)
EVs: 120 HP / 136 Atk / 252 SpD 240 Atk / 16 Def / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide

Excadrill is the spinner for this team. With mence losing 25% every switch-in, it would be very good to have a spinner. This is the standard offensive spinner set on driller. The EV spread allows driller to get some bulk as well as hit hard .This EV spread allows drill to hit hard aswell as be as fast as possible. HP and Def allows Excadrill to survive slightly longer with Life Orb. EQ and Iron Head are the main STAB moves while Spin removes entry hazards. Rock Slide also gives coverage against flying types (Also is a move that most ground types have :P).

Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Dragon Pulse

Salamence appreciates a nice wall breaker to weaken pokemon so mence can sweep late-game. This is the main special attacker on the team and can easily OHKO Ferro first turn to prevent entry hazards. FB with drought can do massive damage. Solar Beam hits water types and is a nice coverage move during the sun. Focus Miss counters Heatran (If It Hits...) and Dragon Pulse can counter Dragons like the Lati twins etc. The ability and EV spread are the standard Zard Y set.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball

This is the standard OU Utility Ferrothorn. Physical Ferro with minimal speed to maximize Gyro Ball's strength. Salamence appreciates hazard support to do some extra damage, can break Dragonite Multiscale and break focus sash. Leftovers is run over Rocky Helmet because it needs the extra health from Leech Seed, not running protect. Gyro Ball and Power Whip are the main STAB moves. SR for hazards and Leech Seed for stall. The EVs make Ferro have maximum bulk and 168 Sp.Def EVs evens the Sp.def with Defense slightly.

Azumarill @ Choice Band Assualt Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall

I chose this Pokemon because I had a massive weakness so ground and fighting types. Azumarill can take these out take care of these quite well. Aqua Jet is mandatory to make up for Azumarill's lack of speed. Waterfall and Play Rough are the main STAB moves while Knock Off can be used to counter switch ins and make them lose their item. The HP EVs are for the lack of recovery Azumarill has and stay as long as possible from hazards. The SpDef just compliments the Assault Vest. Assault vest also allows Azumarill to take on special attackers.

Well that's my team. CRITICISM, TIPS AND TEAM OPTIONS ARE APPRECIATED!! THX

IMPORTABLE

Salamence @ Choice Scarf
Ability: Moxie
EVs: 232 Atk / 24 SpA / 252 Spe
Naughty Nature
- Outrage
- Dragon Claw
- Earthquake
- Fire Blast

Excadrill @ Life Orb
Ability: Mold Breaker
EVs: 16 HP / 240 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt

Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Dragon Pulse

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball

Azumarill @ Assault Vest
Ability: Huge Power

EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall

 
Last edited:
Don't use assault vest excadrill pls :[ I'd put it on Azu and would run a more offensive and faster Excadrill with life orb/sash/scarf
 
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